Disclaimer: I have now read bits of this including bits of character generation, but not everything, and I have not played it, run it, or constructed a character in it.
The book is readable, printing-wise, and still looks nice. I didn't know WW knew how to do that. Yay!
The setting is gloriously fascinating.
And it is hamstrung by the rules, as per usual. Start with a world that is malleable and flexible and magic could have done almost anything. And then create patterns of magic so rigid that it's like slamming iron bars (metal chosen on purpose!) around your characters. Never this without that, never this at all, etc. It's begging to be house-ruled. Or just discarded entirely and run in some variant of Hero. (I say that, btw, as someone who doesn't enjoy using Hero, at least for Champions, because I find the flexibility of character creation daunting. But it would be appropriate to this setting.)
I'd say Deliria, but Deliria would need a slathering of house rules to do this as well (or more accurately, new Legacies, Wyrds, and possibly Accords).
This may, in part, be my mind taking games where they was not meant to go, the same way I can happily envision using Deliria to recreate the world of Jane Lindskold's Changer. It may be intended for urban fairy-tales, but it can do urban myth. Only in this case, I went drifting off into the setting, and then got yanked back to reality (not quite the one I'd expected) by the anchor-chain of the rules. *frowns* I suspect it's very playable as-is, but it doesn't fit its setting as well as I'd hoped.
The book is readable, printing-wise, and still looks nice. I didn't know WW knew how to do that. Yay!
The setting is gloriously fascinating.
And it is hamstrung by the rules, as per usual. Start with a world that is malleable and flexible and magic could have done almost anything. And then create patterns of magic so rigid that it's like slamming iron bars (metal chosen on purpose!) around your characters. Never this without that, never this at all, etc. It's begging to be house-ruled. Or just discarded entirely and run in some variant of Hero. (I say that, btw, as someone who doesn't enjoy using Hero, at least for Champions, because I find the flexibility of character creation daunting. But it would be appropriate to this setting.)
I'd say Deliria, but Deliria would need a slathering of house rules to do this as well (or more accurately, new Legacies, Wyrds, and possibly Accords).
This may, in part, be my mind taking games where they was not meant to go, the same way I can happily envision using Deliria to recreate the world of Jane Lindskold's Changer. It may be intended for urban fairy-tales, but it can do urban myth. Only in this case, I went drifting off into the setting, and then got yanked back to reality (not quite the one I'd expected) by the anchor-chain of the rules. *frowns* I suspect it's very playable as-is, but it doesn't fit its setting as well as I'd hoped.
no subject
They describe a world where there might be an infinite variety of little magics, some common, some uncommon, but no two people quite alike. Then they write a standard WW system. This doesn't mesh well. The setting begs for not dot-driven powers but some kind of merits system where you just buy what you want, with some guidelines of what point level certain things are. IMO. Ahwell. I'll probably get used to it, if I play it, I'm just grouchy because the setting made me want to play and the system didn't seem to me to back it. :P
no subject
Overall, I think it is a nice setting conceit to describe the usual Storytelling power structure.